As far as i know, no one has the full, up-to-date Half-Life 1 1.1.2.1 or
even the 1.1.0.8 SDK all-in-all @ SDA. Does the downloadable Half-Life SDK
2.3 has a function that processed each frame? Please let me know it, because
I couldn't find (not mentioning that I couldn't compile it dunno why). And
is it the same like 1.1.0.8? However it would be a pain in the ass to make a
speedrun while alt-tabbing like a maniac cause of break.

It would be a dream if the source code would be free and I could just simply
put in a readkey : (

2009/9/22 Heimo Stieg <[email protected]>

> Just hit "break" in the debugger?
>
> Olivér Horváth schrieb:
> > No, I tried it numerous times. The command pause doesn't stops anything,
> > only the entities has no chance to change they speed. You can write
> > messages, look at entities special effects (which is animated, and you
> will
> > see it animated while in pause mode), and the biggest thing that we would
> > like to allow: the client communicates with the server.
> >
> > I think I wasn't clear or something, so once again:
> > I would like to achieve that there is ABSOLUTELY NO packet send/recieve
> > between the server and client while there's a real "breakdown" mode. I
> think
> > that this can't be made with pure commands. I hope that someone, maybe on
> of
> > the Half-Life 1 maker should read my question, because I don't think that
> > anyone else should know, that there's a possibility of stopping the
> network
> > data for a period of time and also stop frame processing and advance one
> > frame whenever I want it.
> >
> > By the way, I'm glad that I found a place where I can get answer for this
> > question, and that you answer it.
> >
> > 2009/9/22 Rodrigo 'r2d2rigo' Diaz <[email protected]>
> >
> >
> >> Huh? In single-player game, pause command stops *everything*, except
> VGUI
> >> interaction.
> >>
> >> 2009/9/22 Olivér Horváth <[email protected]>
> >>
> >>
> >>> I think that I tried every console command, but none of them makes the
> >>> gameplay TOTALLY freeze. This is very essential. The command pause only
> >>> blocks the players from move, that's all, and everything else still
> >>>
> >> works.
> >>
> >>> I
> >>> doubt that there would be any command that should TOTALLY blocks
> >>> client/server communication for a period of time (of course maybe lag
> >>> should
> >>> work...).
> >>>
> >>> 2009/9/22 Joshua Scarsbrook <[email protected]>
> >>>
> >>>
> >>>> Well the easyest way i see to do this is with a little script
> involving
> >>>> pause and some sort of scripting wait command if that is possable.
> >>>> something with making a command, i have never played hl1 but i am
> >>>> relativly good at hl2 scripting and programming convensions
> >>>>
> >>>> Saul Rennison wrote:
> >>>>
> >>>>> Isn't there a command called *singlestep*? If so, then do:
> >>>>>
> >>>>> bind *<key>* "next 1"
> >>>>> singlestep
> >>>>>
> >>>>> Then press *<key>* to advance a frame :)
> >>>>>
> >>>>> Thanks,
> >>>>> - Saul.
> >>>>>
> >>>>>
> >>>>> 2009/9/21 Olivér Horváth <[email protected]>
> >>>>>
> >>>>>
> >>>>>
> >>>>>> Wow thanks for the fast response.
> >>>>>> Well, I already tried every cvar, but none of them makes the
> >>>>>>
> >> gameplay
> >>
> >>>>>> frame-by-frame. using the host_framerate or pause; wait; pause
> >>>>>>
> >> method
> >>
> >>>> won't
> >>>>
> >>>>>> interrupt the server-client communcation. So this is basicly only a
> >>>>>> "visual"
> >>>>>> frame advancing, and we would need real frame advancing. However I
> >>>>>>
> >>> don't
> >>>
> >>>>>> have the real, full, compilable HL source code, and the downloadable
> >>>>>>
> >>>> free
> >>>>
> >>>>>> hl
> >>>>>> sdk doesn't has the server_frame function or anything that processed
> >>>>>>
> >>> in
> >>>
> >>>>>> every frame.
> >>>>>>
> >>>>>> The best thing should be to have the same DemoPlayer's gui @ HL
> >>>>>> singleplayer.
> >>>>>>
> >>>>>> 2009/9/21 Rodrigo 'r2d2rigo' Diaz <[email protected]>
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>> Try using the convars "host_framerate" and "pause".
> >>>>>>>
> >>>>>>> 2009/9/21 Olivér Horváth <[email protected]>
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>>> Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
> >>>>>>>> We have a (currently in hold) Half-life 1 TAS [tool assisted]
> >>>>>>>>
> >>> speedrun
> >>>
> >>>>>>>> project @ SDA (speeddemosarchive.com) and we have some questions
> >>>>>>>>
> >>>> about
> >>>>
> >>>>>>> the
> >>>>>>>
> >>>>>>>
> >>>>>>>> HL engine.
> >>>>>>>> We would like to achieve a frame-by-frame (frame advancing when
> >>>>>>>>
> >> you
> >>
> >>>>>> press
> >>>>>>
> >>>>>>
> >>>>>>> a
> >>>>>>>
> >>>>>>>
> >>>>>>>> specific key) gameplay to abuse every bug and glitch in HL.
> >>>>>>>>
> >> However
> >>
> >>>> the
> >>>>
> >>>>>>>> full
> >>>>>>>> HL SDK (as far as I know) doesn't gives me possibility to have a
> >>>>>>>>
> >>>> custom
> >>>>
> >>>>>>>> function that would interrupt everything and making a TOTAL
> >>>>>>>>
> >>>>>>>>
> >>>>>> engine-pause
> >>>>>>
> >>>>>>
> >>>>>>>> whenever there's a frame advance. So my question would be this:
> >>>>>>>>
> >>>>>>>> Is there any possible way to play the game frame-by-frame?
> >>>>>>>> (with absolutely no server-client communication or anything else
> >>>>>>>>
> >>>> during
> >>>>
> >>>>>>>> frame-pause).
> >>>>>>>>
> >>>>>>>> If you don't understand what I'm talking about (tool assisted,
> >>>>>>>>
> >>>>>>>>
> >>>>>> speedrun,
> >>>>>>
> >>>>>>
> >>>>>>>> why
> >>>>>>>> abuse glitches, why we need frame advance), feel free to ask it.
> >>>>>>>> btw I wanted to read the archives, but the txt files comes with
> >>>>>>>> very-very-very slow bitrate.
> >>>>>>>>
> >>>>>>>> Thanks for responses in advance.
> >>>>>>>> _______________________________________________
> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>>
> >>> archives,
> >>>
> >>>>>>>> please visit:
> >>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>
> >>> archives,
> >>>
> >>>>>>> please visit:
> >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>> _______________________________________________
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>
> >> archives,
> >>
> >>>>>> please visit:
> >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>> _______________________________________________
> >>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>
> >> archives,
> >>
> >>>> please visit:
> >>>>
> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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